My Paladin deck has both Humility and a Aldori Peacekeeper so I'm able to reduce attacks from Lightspawn and other potential high damage cards often enough.

Getting a 7/7 down to 1/1 with Equality and Humility is a perverse pleasure even if I don't win.

Huu, actually, I think Aldor and Humility don't work on Lightswpan. I remember last time I saw the effect fizzle completely, and I presumed that was because the minion effect re-adjusted the Strenght post-Humility.

But, other than that, nothing beats 1/12 Deathwing

When that day comes, seek all the light and wonder of this world, and fight.

I assume the other way round would be true also, then - you can't buff its attack above its health while it has the attack = health effect active? (So, things like Abusive Sergeant or Dark Iron Dwarf would be useless.)

That is correct. Consider that the Lightspawn's ability is re-cast after every action.

P.S. I *HATE* aggro decks. Hatehatehatehatehatehatehatehatehatehatehatehatehatehate. I did end up taking down3 of the 4 I faced, but they're so boring in execution (trade the early minions, AoE when they overextend and they're likely to just concede) it doesn't challenge much.

When that day comes, seek all the light and wonder of this world, and fight.

if there were no decent aggressive decks, it would boil down to who plays the more powerful late game stuff. and that's mostly epics/legendairies. or who draws more mind controls, actually. don't think that's more fun ...

Reading articles and some watching videos, I've been hearing that control decks have pretty much dropped out of competitive play lately. It's all about the aggro at the moment (though I think it's more mid-game aggro than early rush).

On the subject of the OTK Hunter again - Do you think it would be too much if they removed the "Charge" part of Unleash the Hounds? Keep it 1 mana but make it so they have to play either the minion that gives Charge to Beasts or wait a turn to Unleash?

KysenMurrin wrote:Reading articles and some watching videos, I've been hearing that control decks have pretty much dropped out of competitive play lately. It's all about the aggro at the moment (though I think it's more mid-game aggro than early rush).

On the subject of the OTK Hunter again - Do you think it would be too much if they removed the "Charge" part of Unleash the Hounds? Keep it 1 mana but make it so they have to play either the minion that gives Charge to Beasts or wait a turn to Unleash?

I like a good mid-game fight, when you get to play either a couple small stuff, or a big one, trying to poke your enemy's defenses and draw his removals out. A very "mind games" phase if you will.

UTH is on the chopping block, though, that much we know. Problem is, removing Charge would make it a crappy Bloodlust. Maybe "Gives 2 random friendly minions Charge", or somesuch?

When that day comes, seek all the light and wonder of this world, and fight.

Yeah, +1 attack doesn't feel like much. But it's also 1 mana, which makes it a very cheap Bloodlust.

Turning things about, what if it gave all Beasts Charge, but didn't increase their attack? Preserves the burst nature of the playstyle but reduces its effectiveness - they may actually need to get their opponent below 30 health before using it!

Reading articles and some watching videos, I've been hearing that control decks have pretty much dropped out of competitive play lately. It's all about the aggro at the moment (though I think it's more mid-game aggro than early rush).

The newness of the game is certainly a factor in that. Shifting meta as new styles are created, tested and countered in a few weeks time.

We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.

In an arena right now. Crappy Hunter deck, but I do have a bunch of Beasts and an Unleash the Hounds. 1/0 currently. I'm not expecting to hit 5. Edit: 1/1. Lost the second when I played Venture Co. Mercenary and the Paladin hit it with Humility instead of trying to kill it, preventing me from dropping any good minions.

The game has a really annoying thing right now where removing a health buff doesn't reduce the health of the buffed minions. Generally happens where a minion had, say, 2 health, got buffed up, was damaged down to 2 health, and then the buff was removed, the health will stay at 2. I just killed a Stormwind Champion and none of the other minions' health went down.

It seems like the health buffs affect max health and not current health. Wonder if that's intended.

its either a pack or a gold card. think its higher chance for a gold card, at least that's what it feels like to me. that was actually my third divine favor .... frowns. i've had 9 wins with 220+ gold and 2 packs, that's pretty awesome. but the above is just disappointing.at 8 wins you don't get the gold card/pack slot. so it'1 pack and 4 gold/dust bags. with a much higher chance for gold, usually it's at least 3 gold bags.

I had some weird OTK Hunter variation today. He didn't collect as many beasts, and I kind of guess he was expecting to use his Snake Trap minions for the Unleash rush. When I popped his trap to see what it was, I decided to immediately clear the three snakes with Blizzard. Next turn, he dropped his three cards and Unleashed the Hounds, which did nowhere near enough damage to kill me.

well, doing more then 20 is rare. you certainly need some other dmg first. I'm playing the four stealth mobs (panthers + tigers) along with 2 huntmaster and the usual removal suite. it's pretty important to put some pressure out there and then finish off with the combo.